| AddBuff(u32 BuffId) | CharacterBase | |
| AddExp(int Value) | PlayerCharacter | inline |
| AddGold(u32 Value) | PlayerCharacter | |
| AddItem(u32 ItemId, u32 Count) | PlayerCharacter | |
| ApplyDamage(u32 Value) | CharacterBase | |
| ChangeEquip(u32 RightEqiupId, u32 LeftEquipId) | PlayerCharacter | |
| ChangeEquipData(u32 RightEquipId, u32 LeftEquipId) | CharacterBase | protected |
| CharacterBase() | CharacterBase | |
| GetArea() const | CharacterBase | inline |
| GetCenterVec() const | CharacterBase | |
| GetCharacterId() const | PlayerCharacter | inline |
| GetCharacterType() const | PlayerCharacter | inlinevirtual |
| GetClient() const | PlayerCharacter | inline |
| GetDropId() const | CharacterBase | inlinevirtual |
| GetExp() const | PlayerCharacter | inlinevirtual |
| GetGold() const | PlayerCharacter | inline |
| GetItemList() const | PlayerCharacter | inline |
| GetJob() const | PlayerCharacter | inline |
| GetLevel() const | CharacterBase | inline |
| GetName() const | PlayerCharacter | inline |
| GetParameter() const | CharacterBase | inline |
| GetParty() const | PlayerCharacter | inline |
| GetPosition() const | CharacterBase | inline |
| GetRotation() const | CharacterBase | inline |
| GetSkillTree() const | PlayerCharacter | inline |
| GetUuid() const | CharacterBase | inline |
| Heal(u32 Value) | CharacterBase | |
| InitializeSkillTree(const FlexArray< u32 > &OpenedNodes) | PlayerCharacter | |
| IsDead() const | CharacterBase | inline |
| IsEquiped(u32 EquipId) const | CharacterBase | |
| IsGM() const | PlayerCharacter | inline |
| IsParalysis() const | CharacterBase | |
| IsRecasting(u32 SkillId) const | CharacterBase | inline |
| IsSkillActive() const | CharacterBase | inline |
| IsSkillAutoMoving() const | CharacterBase | inline |
| IsSkillCasting() const | CharacterBase | inline |
| Move(const Vector3D &MoveValue) | CharacterBase | |
| OnAreaChange() | PlayerCharacter | |
| OnBuffAdded(u32 BuffId) | PlayerCharacter | virtual |
| OnBuffRemoved(u8 BuffType) | PlayerCharacter | virtual |
| OnMoved() | PlayerCharacter | |
| OnRecvItemList(const FlexArray< ItemData > &List) | PlayerCharacter | |
| OnSkillReceived(CharacterPtr pCharacter, const SkillItem *pSkill) | CharacterBase | inlinevirtual |
| OpenSkillTree(u32 NodeId) | PlayerCharacter | |
| PlayerCharacter(Client *pInClient, u32 InCharacterId, u8 InJob, u32 Level, u32 InExp, u32 InGold, bool bInIsGM, u32 RightEquipId, u32 LeftEquipId) | PlayerCharacter | |
| Poll(s32 DeltaTime) | CharacterBase | |
| Position | CharacterBase | protected |
| Recast | CharacterBase | protected |
| Respawn() | CharacterBase | |
| Rot | CharacterBase | protected |
| Rotate(float RotateValue) | CharacterBase | |
| SetArea(const AreaPtr &pInArea) | CharacterBase | inline |
| SetName(const std::string &InName) | PlayerCharacter | inline |
| SetParameter(u32 Level, u32 Hp, u32 MaxHp, u32 Str, u32 Def, u32 Int, u32 Mnd, u32 Vit, bool bIsVitAffectMaxHp) | CharacterBase | inlineprotected |
| SetParty(const PartyPtr &pInParty) | PlayerCharacter | inline |
| SetPosition(const Vector3D &MoveTarget) | CharacterBase | |
| SetRotate(const Rotation &TargetRotation) | CharacterBase | |
| SetUuid(u32 InUuid) | CharacterBase | inline |
| Skill | CharacterBase | protected |
| StartRecast(u32 SkillId) | CharacterBase | |
| SubtractGold(u32 Value) | PlayerCharacter | |
| SubtractItem(u32 ItemId, u32 Count) | PlayerCharacter | |
| Update(s32 DeltaTime) | CharacterBase | inlineprotectedvirtual |
| UseItem(u32 ItemId, CharacterPtr pTarget) | PlayerCharacter | |
| UseSkill(u32 SkillId, CharacterPtr pTarget) | CharacterBase | |
| ~CharacterBase() | CharacterBase | inlinevirtual |
| ~PlayerCharacter() | PlayerCharacter | virtual |